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I finally won't have to raid to endgame!Follow

#377 Nov 06 2015 at 11:15 AM Rating: Decent
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Montsegurnephcreep wrote:
It seems like poor design to me, but many people argue it should be like that.


Sounds like another reason why static groups are important. If you weren't in a static and attempted these raids weekly in PUGs, you might end up with players who were unlucky with drops one week and players who were showered with them the next. If you run a static at least you know that all of the drops are going toward advancing you past each subsequent boss.

You may or may not be getting the DPS gear you need for that next DPS check boss, but I think at least part of that is devs enforcing a limit on progress. Content needs to keep your attention at least a majority of the time it's released prior to the following content update. It could be that mechanic, it could be bad luck with drop types, it could be improper strategy or a combination of all of the above. It's probably harder to tell in XIV as I don't think players have access to the raw data for their encounters; at least not to the degree it's been seen in other games.
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#378 Nov 06 2015 at 11:46 AM Rating: Excellent
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Nope, getting rid of hardcore raiding was kinda my idea. But the term 'getting rid of' is a bit on the harsh side.

In the interview, Yoshida said that he was contemplating making it easier to broaden the audience that would do them. That's what I want him to do.

Otherwise, the point of the thread I created here was a celebration of a wider endgame, an alternative to a single path endgame that shunned out other play styles. It almost feels like an old conversation about forced partying through levels. This time it's about raiding. Raiders are seeing the popularity of it drop significantly because this time it crossed the line with too many people.

We've been debating, a lot, here about whether the problem is the rewards or the content and how to adjust one, the other, or both.

I firmly believe that the binary system of pass/fail when it comes to hardcore raiding is dated. Instead of needing near perfect execution and near-top of the line gear to clear, I feel as if it should reward those based off of better execution. And I feel the rewards that are not tied to progression should be far more emphasized and diversified then they are now.

I don't feel that it should be the only place that drops the best gear, because I don't think it should be bar-none the hardest content. At its hardest, it should be comparable with the dedication level to get the best chances/results out of alternative means. There can be differences in certainty and method based off of the type of endgame, so it draws different people. For Raids specificly, I think it should be easier to get the piece of gear you want, rather than rely on luck.

But I feel primarily unique rewards no tied to endgame should be the primary bonus draw to the content, beneath the draw of the actual content itself.

We don't want hardcore raiding to end, so much as change.


Edited, Nov 6th 2015 12:47pm by Hyrist
#379 Nov 06 2015 at 11:58 AM Rating: Excellent
Yeah, that's basically it.

FFXIV players like raiding, just not the hardcore raids as they've been designed for this game. I'd like for hardcore raids to be a little less punishing and not so reliant on clearing DPS checks.

In FFXIV, the MO seems to be, "Do X amount of damage to these ads in 1 minute or EVERYONE DIES."

In FFXI, the MO seemed to be, "Kill these ads as quickly as possible or they'll mess your rhythm and everyone will probably die... although if you are skilled, you may be able to extend the fight and overcome weaknesses within your party."

I like the XI philosophy better.

In the meantime, this becomes much less of an issue with multiple endgame avenues installed in the game. As Hyrist said, rather than chase the more guaranteed carrots in raids, people can choose to gamble with RNG in Exploratory Missions or whatever other types of endgame SE creates later on. Sure, there may be some hardcore raiders who are upset over no longer getting early access to the best gear, but they'll still have the advantage of being able to get top-level gear for multiple jobs twice as quickly as non-raiders.

I, too, am thrilled I won't have to raid to experience endgame in XIV!
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#380 Nov 06 2015 at 2:06 PM Rating: Good
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And, for positioning, I want to clarify, it's not as if Thayos and I don't like raiding at all. We meet up weekly for a Kings Fall raid in Destiny. So far our experience is less about having the gear to meet the DPS checks as making sure we get all the auxiliary objectives down so we can freely DPS during the phases, and not die during or before said phases.

And if one person dies, or is out of sorts it doesn't wipe the raid (usually).
#381 Nov 06 2015 at 2:12 PM Rating: Excellent
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And if one person dies, or is out of sorts it doesn't wipe the raid (usually).


And there's so much more room for improvising! Like when we were killing adds in those two hallways in that last boss fight we did... one of those adepts on the other side kept moving out to the ledge where you guys couldn't see him... so I was inching out between waves on our side and gunning him down when I could. Or when I died down below, and someone else slid over to cover my side. That kind of stuff is what I loved about XI's best battles, and it is what is often missing from XIV.
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#382 Nov 06 2015 at 5:48 PM Rating: Good
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I kinda feel like the concept of DPS Checks are too pivotal at this stage of MMOs, too. Their presence is usually the reflection of devs fearing that more defensive set ups would engage their content, eventually tickling it to death even if they might not be what they deem appropriately geared for it. On one hand, I feel that stymies player creativity, but on the other, it also breeds that culture of strict rotations alongside memorizing scripts. So, while I'm not above giving XI flak for things it's done wrong in the past, one thing I liked about their encounters was the general unpredictability of move choices. Sometimes, yes, the mob chose to spam its FU moves. Other times it'd be smooth sailing with easily handled attacks. Where XI failed in normalizing these peaks and valleys was a lack of cooldowns on the more devastating moves. XIV could steer more toward this system with less heavy scripting, but there's also that part of me that doesn't want players being delegated to little more than a Stun monkey. I didn't enjoy that in XI, myself, as it puts an exceptional amount of pressure on one player where, like in XIV, one mistake can cost your party/alliance dearly.

So, when I start thinking about what else we could do, I find myself reflecting on Valkyrie Profile 2 and how their combat system had mobs with breakable parts. Each would drop specific things with some parts only accessible if you broke others. Mob behavior could also change based on what's broken or not. So, in that sense, some fights could be harder until something is taken out. Others would get harder if you did. If your group did take the hard approach, you should usually be rewarded with a good item. But even if you didn't, still beating the mob would have meaning. I'd rather see something like this replace DPS checks, even if it only means certain parts can be attacked at certain times relative to earlier RNG-based move sets. No fight will ever be 100% the same, but different formations could also give rise to different tactics. I also feel like it'd be more conducive to content scaling so you're not locked to specific group sizes just to do anything.
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#383 Nov 06 2015 at 5:53 PM Rating: Decent
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Hyrist wrote:
Nope, getting rid of hardcore raiding was kinda my idea.

No, I'm certain I was responding to Thayos about something that he said himself....

Thayos wrote:
This is exactly why I raise the question... why not just axe hardcore raiding as we know it? Why not tune extreme primals to be a little more difficult and make those standalone battles (with insane glamor items, ponies, furnishings, etc.) the new "most challenging" content?

Keep 8-player raids, but make all future raids more like Alexander Normal, and accompany it with a 24-man raid and some kind of open world or instanced/open hybrid area with NMs, HNMs, etc. Give people lots of diversity for gearing up without having the best gear be attached to some stupidly hard content that few people actually enjoy.

Going to preface by saying that I totally agree with the addition of varied content. The issue I find with this is that it doesn't go along with progression. I don't really think it would require changing the current structure anyway. Just add the alternatives and leave the hardcore content for those who enjoy it. Regardless, progression should remain as is.

Step 1 > Step 2 > Step 3

You could allow for splits in the path, but it would still have to maintain the progressive structure. Maybe something like this...

Step 1 > Step 2a or 2b > Step 3a or 3b (The a parts being alternate content comparable to higher tier raids and b parts being the actual hardcore raids)

Either way, the gear rewards for completing hardcore content are meant to further your progression into more difficult hardcore content. If the 'a' steps existed then the case being made for 'I want top tier gear without having to raid' might become more realistic. As it stands now, it's just something you would wear to make barely challenging content completely trivial.

Thayos wrote:
In FFXIV, the MO seems to be, "Do X amount of damage to these ads in 1 minute or EVERYONE DIES."

In FFXI, the MO seemed to be, "Kill these ads as quickly as possible or they'll mess your rhythm and everyone will probably die... although if you are skilled, you may be able to extend the fight and overcome weaknesses within your party."

I like the XI philosophy better.

Couple things here...

1) /holds up a mirror for Thayos and points at the discussion with Hio about FFXI Smiley: dubious

2) Due to the nature of XI mechanics and it's UI, battles tended to be more based on actively mitigating danger(either through maintaining defensive buffs, healing rotations, stun rotations, positioning, any combination of any or all of these, ect) or reacting to situations. I honestly feel that getting a bright, colorful indicator on your screen prior to a devastating attack is much easier to handle than a 2 second window to read what is happening/happened via the chat log and react in that 2 second window(or have a few seconds to react just after it).

I think the only thing that made XI encounters easier was the ability to 'zombie' mobs to death. That was only a viable strategy because you could throw anywhere from one to several alliances of 18 players(each) at the content.

3) If you can't be bothered to take the time to round up 7 other players for a raid, how would it make you feel better to find 17 or even 23? Smiley: glare

That said, I like the XI philosophy better myself. I've also been here for 5 years now making the case that SE should have just continued to support and improve that game. Maybe you don't get the initial 'holy **** a new MMO gimmie gimmie' rush that a new game gets, but it was and is still their most profitable game ever. I don't think it's coincidental that it started to fade at precisely the time that they shifted their resources into developing XIV and stopped supporting it.



Edited, Nov 6th 2015 6:54pm by FilthMcNasty

Edited, Nov 6th 2015 6:57pm by FilthMcNasty
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Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#384 Nov 06 2015 at 5:56 PM Rating: Decent
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I like that idea. Again, variables to make fights feel different from one another even though it's the same instance or boss. Approaches to perhaps more solidify chances of a particular drop happening, which changes the script of a fight.

Say, PLD wants a shield, but to get a shield, you have to do certain actions to rip the back plate off of a monster. But when you remove the back plate from the monster, the monster becomes apprehensive of it and begins defending its rear side from the players, making flanking and rear attacks hard to accomplish, and making cleaves more dangerous. And so on and so forth.

Intuitive programming, and much of it can be done within the constraints the programming has now. They just need to put a little more thought into it. I'd be ok with a longer development cycle too if it provides content more like that.
#385 Nov 06 2015 at 6:24 PM Rating: Excellent
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I think the only thing that made XI encounters easier was the ability to 'zombie' mobs to death. That was only a viable strategy because you could throw anywhere from one to several alliances of 18 players(each) at the content.

3) If you can't be bothered to take the time to round up 7 other players for a raid, how would it make you feel better to find 17 or even 23?


Another thing that made XI encounters "easier" (although I prefer to say "more fluid," because doing this actually required skill) was kiting. There aren't really any options for kiting in XIV like there were in XI, and as a red mage, I saved my party's bacon many times by being the ultimate distraction until others could regroup.

Also, the problem I have isn't with setting aside time for gaming... the problem I have is setting aside time for gaming with very little chance of actual progress. When I think of big, endgame raids, my brain always goes to Dynamis. You'd set an event date/time, people show up, and you run it. It always required coordination whether you had the bare minimum or an overkill maximum. And if Joe Blow can't show up one day because his wife wants to go see a play, then no biggie... one dude not showing up doesn't bring the whole operation grinding to a halt (which is the case with FFXIV's raid static parties).

Edited, Nov 6th 2015 4:27pm by Thayos
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#386 Nov 07 2015 at 3:43 AM Rating: Good
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Thayos wrote:
Another thing that made XI encounters "easier" (although I prefer to say "more fluid," because doing this actually required skill) was kiting. There aren't really any options for kiting in XIV like there were in XI, and as a red mage, I saved my party's bacon many times by being the ultimate distraction until others could regroup.


I wasn't a fan because it allowed you to circumvent mechanics that shouldn't have been avoidable. It wasn't exactly cheating, but it was a small step away from it in my opinion. There wasn't much between this and the bugs that people used to get mobs stuck on terrain or change their pathing so that they'd rarely(or never) actually be able to attack you... /point AV

Thayos wrote:
Also, the problem I have isn't with setting aside time for gaming... the problem I have is setting aside time for gaming with very little chance of actual progress. When I think of big, endgame raids, my brain always goes to Dynamis. You'd set an event date/time, people show up, and you run it. It always required coordination whether you had the bare minimum or an overkill maximum. And if Joe Blow can't show up one day because his wife wants to go see a play, then no biggie... one dude not showing up doesn't bring the whole operation grinding to a halt (which is the case with FFXIV's raid static parties).


Most groups set aside a few hours for raiding a few times a week. If someone can't make it for whatever reason then you all have a day off. Missing a few days here and there isn't going to keep you from clearing content while it's relevant. That's not really a big deal honestly. Again, hardcore content in XIV isn't meant to allow you to overload with members to make it easier. Dynamis shouldn't come to mind because the whole idea of raids these days is that they're tuned to be difficult for a specific number of players. Dynamis wasn't designed that way.
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HaibaneRenmei wrote:
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Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#387 Nov 07 2015 at 7:39 AM Rating: Good
This is from some of the 3.1 notes:

Alexander

- By the end of October, around half of active players have cleared Alex Normal.
- Savage clear numbers are lower than expected.
- They will keep an eye on clear numbers and if needed perform adjustments for Savage on 3.15.
- For the next Alexander on 3.2, it'll probably not use the same Normal/Savage division.
- Yoshida ideally wants to implement Easy/Medium/Savage three- tiered difficulties, but on the other hand they are lacking the staff to implement that much.
- Yoshida wants to implement a cross-world, raid-only, party finder system. However, it is still only an idea he have and no real work has been done on it.

Least there's talks going on about making some adjustments, but it sounds like most changes are quite far away (if at all happening).
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#388 Nov 07 2015 at 8:22 AM Rating: Decent
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Montsegurnephcreep wrote:
This is from some of the 3.1 notes:

Alexander

- By the end of October, around half of active players have cleared Alex Normal.
- Savage clear numbers are lower than expected.
- They will keep an eye on clear numbers and if needed perform adjustments for Savage on 3.15.
- For the next Alexander on 3.2, it'll probably not use the same Normal/Savage division.
- Yoshida ideally wants to implement Easy/Medium/Savage three- tiered difficulties, but on the other hand they are lacking the staff to implement that much.
- Yoshida wants to implement a cross-world, raid-only, party finder system. However, it is still only an idea he have and no real work has been done on it.

Least there's talks going on about making some adjustments, but it sounds like most changes are quite far away (if at all happening).

These statements need more information to actually give them some context.

-The number of active players is not the same as the number of players who actually participated(ie. actually had a chance at clearing Alex Normal)
-Savage clears are lower than expected, but exactly what were their expectations? Were they based on total population? Participating players?

I'm kinda curious to see how players feel about another tier being added. I personally wouldn't look forward to it because I wouldn't want to have to run the same raid again, but I could see people who stopped after completing normals maybe checking into a little more of a challenge.

I'm also curious how players feel about cross server LFR. It would be cool to implement a feature to allow you to raid with friends who might have chosen other servers, but I don't see the point beyond that unless servers are drying up.

Solely based on the 'half of active players' comment given above, raiding in XIV seems to be alive and well. For the sake of comparison WoW's Blackrock Foundry saw only about 10% of the total population clearing that raid at normal difficulty. I would also point out that because WoW has 4 tiers of raids, normal actually equated to easy, heroic was normal and mythic was hard. Total players who completed heroic difficulty was lower as you'd expect.
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Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#389 Nov 07 2015 at 9:23 AM Rating: Excellent
Quote:
I wasn't a fan because it allowed you to circumvent mechanics that shouldn't have been avoidable. It wasn't exactly cheating, but it was a small step away from it in my opinion.


I think it was definitely cheating when talking about things like that AV exploit.

Otherwise, when simply using spells such as gravity/bind/shadows/stoneskin -- and macroing in +movement speed gear for good measure -- that wasn't cheating at all. Kiting was a great tool for parties that didn't fit the mold of what players often deemed accessible. Case in point... my CoP static kited a TON with a lineup of (taru) nin, thief, rdm, rdm, whm, bst. We had a few fights cleared with just a minute or two left on the 30-min timer, and we probably had to work a lot harder than people who won in like eight minutes... but we had skill, and we were able to use our party lineup/abilities to our advantage, as any great battle system should allow you to do.

Quote:
Most groups set aside a few hours for raiding a few times a week. If someone can't make it for whatever reason then you all have a day off. Missing a few days here and there isn't going to keep you from clearing content while it's relevant. That's not really a big deal honestly. Again, hardcore content in XIV isn't meant to allow you to overload with members to make it easier. Dynamis shouldn't come to mind because the whole idea of raids these days is that they're tuned to be difficult for a specific number of players. Dynamis wasn't designed that way.


Yeah, three nights per week of regularly-scheduled raiding... that's a no-go. Way too much of a time commitment in a game that's otherwise very manageable to play. I already have my raid night, and I go to the gym (or run outside) every day. I work until 5 p.m. weekdays, and then one night a week I usually cover a sporting event for the local newspaper. Then I also get freelance work. Then there's the wife, and I kind of like to see her sometimes... and we also have friends, who I like to see.

But that's really beside the point. I could give a static one night/week for a couple of hours if it were late enough to not interfere with more important things that regularly come up. That's actually what my previous static did... we ran from like 9 to 11 p.m pst. Everyone in my static was in the same situation as me... too busy adulting to be able to commit to several nights per week, so we picked just one late night per week to get things done (and we'd go other nights when most of us were online). Sadly, it was still a failure, because we never did beat T9 even after a few months of action.

Quote:
Dynamis shouldn't come to mind because the whole idea of raids these days is that they're tuned to be difficult for a specific number of players. Dynamis wasn't designed that way.


Dynamis does come to mind because it's an example of how hardcore endgame content can be implemented without harsh restrictions on players (which forms an exclusionary community that relies almost completely on "git gud" statics).

Again, this is why I'm excited about the hard explorations; it's an endgame event that uses the same participation concepts. Now, people who can't commit to weekly statics will have a less schedule-intensive form of progression, which is awesome!

Quote:
Solely based on the 'half of active players' comment given above, raiding in XIV seems to be alive and well.


I agree with this. FFXIV want to raid, and they want to do endgame. But so far, SE has not yet designed a "hard" raid with a level of difficulty that most players find worthwhile. There shouldn't be such a huge gap between the number of people who've been successful in NM vs. being successful in SM, unless there was a middle tier that was regarded as the "normal" progression tier. It's very bad design when the progression-oriented raid has a completion rate of like 1 percent.
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#390 Nov 07 2015 at 10:08 AM Rating: Excellent
I agree Dynamis had quite a bit of good going for it. You had a full team, you could accomplish far more. Less people? Fine, you just target certain bosses and groups and STILL come out of it with something.

This 8man limit thing has been frustrating since the start of this game. 6 man statics were bad enough to maintain for things like CoP, adding a simple 2 extra players makes it even worse. They need to have larger scale events that require more man power, but if you don't have a full group, things can be accomplished.
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#391 Nov 07 2015 at 5:11 PM Rating: Decent
Hyrist wrote:
I like that idea. Again, variables to make fights feel different from one another even though it's the same instance or boss. Approaches to perhaps more solidify chances of a particular drop happening, which changes the script of a fight.

Say, PLD wants a shield, but to get a shield, you have to do certain actions to rip the back plate off of a monster.

No, just no. Those stupid lights were insanely annoying in FFXI Abyssea and Voidwatch, and I never want to see them again. Boss fights should be about killing the boss, period. Let the inventiveness be in the ways to achieve that with different mixes, not "DPS go twiddle your thumbs for 10 minutes while the healers try to trigger Red on it" or whatever.

In case I wasn't clear: I NEVER WANT TO SEE THOSE STUPID LIGHTS EVER AGAIN. (Yes, I'm shouting.)

(And you know that's exactly how SE would do that.)

Thayos wrote:
And there's so much more room for improvising!

This. Please this.

FilthMcNasty wrote:
I can't figure out if casuals think this content is too difficult or too easy. In the first breath we hear 'grind hundreds of hours on failed attempts due to difficulty' and in the next breath 'easy, scripted battles'.

Neither. Because this hits the nail exactly on the head with Thor's hammer:

Hyrist wrote:
Memorize these four pages of a phone book and sing them to the tune of the Nigerian national anthem, with seven other people, in unison.

That's about the level of depth, sense and interest of a typical FFXIV Hardcore raid.

That's not an easy or difficult fight. It's square dancing with no caller.




#392 Nov 07 2015 at 5:47 PM Rating: Excellent
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Laverda, just for you, I'll use my mystical connection to SE headquarters to get a Disco fight that's ALL about the 'lights'.

While I get the frustration at FFXI's inflated version of attack centric mechanics. I think it would be fun to have 'breaker' skills that would help effect the course of the fight.

Personally though - as the next incoming battle mechanic, instead of adding just new skills, I'd totally adore it if they started adding double/tripple team attacks. They have the mechanics for it to make it fair (have it function damage wise the same as a limit break, basing it off of base damage of the participants instead of giving one pairing the particular advantage) and make some darn mechanics around them.
#393 Nov 07 2015 at 7:54 PM Rating: Good
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Thayos wrote:
Otherwise, when simply using spells such as gravity/bind/shadows/stoneskin -- and macroing in +movement speed gear for good measure -- that wasn't cheating at all.

I don't think it was intended that players could literally just walk away from mobs attacks. There was a reason they added increased movement speed and complete gravity resist to some of the more difficult mobs.

Thayos wrote:
Yeah, three nights per week of regularly-scheduled raiding... that's a no-go. Way too much of a time commitment in a game that's otherwise very manageable to play.

Half the population(including players who never even made attempts) cleared Alex normal. 6-9 hours a week isn't a stretch for your typical player who is interested in raiding. Hell even if we didn't know that half the population was interested, the census numbers alone show that players are willing to put at least that much time into the game weekly, regardless of what they choose to spend it doing.

Thayos wrote:
Dynamis does come to mind because it's an example of how hardcore endgame content can be implemented without harsh restrictions on players

You're countering your own point. Do you not remember that dynamis took several hours a day for a few days a week? That is exactly the reason you said 'no-go' to raiding. It's OK but it's not OK? Which is it?

Aside from that, dynamis wasn't difficult. It was literally several hours of trash. It didn't start to become difficult until the extra zones were added with accessories. Some people would call DL difficult, but it was mostly just crossing your fingers and praying to the RNG gods that you didn't get gibbed immediately. This is coming from someone who enjoyed dynamis and participated regularly for a decade.

If you're forced to be casual, you'd probably rather see something like the idea I mentioned earlier with BC/KS/E/ZNM style fights. A single encounter against a boss on an abbreviated timer. You would have limited access to it since it would still have to remain supplementary to raiding, but it's far more accessible to players like yourself who can't/don't want to commit to a few hours at a time.

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HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#394 Nov 08 2015 at 2:56 AM Rating: Excellent
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Laverda wrote:
Hyrist wrote:
I like that idea. Again, variables to make fights feel different from one another even though it's the same instance or boss. Approaches to perhaps more solidify chances of a particular drop happening, which changes the script of a fight.

Say, PLD wants a shield, but to get a shield, you have to do certain actions to rip the back plate off of a monster.

No, just no. Those stupid lights were insanely annoying in FFXI Abyssea and Voidwatch, and I never want to see them again. Boss fights should be about killing the boss, period. Let the inventiveness be in the ways to achieve that with different mixes, not "DPS go twiddle your thumbs for 10 minutes while the healers try to trigger Red on it" or whatever.

Unless I missed something, I think you're responding to Hyrist, who responded to me and the whole "break enemy parts" thing. This wouldn't be like Abyssea where you have to use a specific action at a specific time. Think of it more as bosses have multiple targetable parts. You could ignore them and just go for the main part, but the fight might be harder in consequence. Or a specific drop might wind up rarer because you don't take out the related component you'd scavenge it from as a 4th wall action.

As an example of this system, let's consider the FF-themed Iron Giant as a type of encounter. It can have 3 parts. The main body, its legs, and then the giant sword arm. If your party takes out the sword arm, it would lose access to a powerful conal cleave and possible a stronger single-target attack. As a bonus for taking it out, you'd get a piece of metal that could be later forged into whatever. Meanwhile, you could also go for its legs. This would slow its movement speed, possibly opening kiting tactics after the fact. It could also disable an additional move like a stomp attack. This could provide some kind of Giant's Blood item that alchemists would like, but use your imagination, really. This just leaves the torso. It'll still be able to fight back, but you'd largely be over the hump if you took out the other parts. When it's dead, you'll get its usual loot.

Now, depending on the encounter, this could make AoEs preferred to ST attacks, or some might react unfavorably to AoE damage and prompt ST use. Environment can still be a factor, possibly to help expose parts or temporarily bind foes so damaging pieces is easier or less risky. And while I'd generally limit this to boss encounters, it could work for trash mobs, too. Technically, it could also be done without targetable parts, but VP2 had systems in place where you could split up your party and stun/juggle foes to otherwise exploit vulnerabilities. That isn't quite possible solo barring NPC party members.
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#395 Nov 08 2015 at 3:49 AM Rating: Excellent
Filth, you missed one of my main points. It is not the hours played per week that is problematic with xiv's endgame. Rather, it is the requirement to play set hours that is unmanageable for many adult gamers.

I easily play 10 hours/week across various games. But some weeks, it is mostly on weekends. Other weeks, it is spread out.

Dynamis didn't require a static-like commitment. If you had time to play, you just showed up... And in the meantime, your busy schedule wouldn't hamper the rest of the group.

That is exactly what I said above... That IS my point about how xiv's endgame could stand to take a page from dynamis.

Also, with kiting, I think over time the devs just realized they didn't want certain mobs to be kited. Ninja blink tanking was probably more of a cheat than kiting over was. I mean, SE did put gravity, bind and sleep in the game. Kiting is just a form of mob management, and it carried its risks... Bad kiters never did anyone much good.

Edited, Nov 8th 2015 1:52am by Thayos

Edited, Nov 8th 2015 1:53am by Thayos
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Thayos Redblade
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#396 Nov 08 2015 at 5:46 AM Rating: Good
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Thayos wrote:
Filth, you missed one of my main points. It is not the hours played per week that is problematic with xiv's endgame. Rather, it is the requirement to play set hours that is unmanageable for many adult gamers.

Is there some requirement of when or how frequently you can raid in XIV that I'm unaware of? If so, I agree that it's not practical for a lot of players. However, if you can walk into a raid on your own terms then I really can't relate to what you're saying at all.

Thayos wrote:
Dynamis didn't require a static-like commitment. If you had time to play, you just showed up... And in the meantime, your busy schedule wouldn't hamper the rest of the group.

I'm not sure who's LS you ran with, but the shell I was in for ages was just as 'static-like' as any of the HNM shells or even hardcore guilds I was in for WoW.

A breakdown of how it worked:

Attendance wasn't mandatory but you earned attendance points which you used toward reserving your spot in a drop queue, much the way DKP worked. You earned these points as long as you met a minimum required number of days of attendance per month.

Currency worked much the same way. A certain amount of dropped currency was used to fund the hourglass, but beyond that you had to first show that you were committed to actually funding a relic before you were even considered. This was based on attendance.

To my knowledge there were a few LS that allowed free rolls on AF, but currency was almost always reserved. At best, there were shells that allowed free rolls on currency(not including 100 pieces most of the time) beyond a certain point in the run. I won't claim to know how every shell operated, but I have no reservations at all making the claim that most of them were run on some sort of system even more complicated than a static.

Attendance was monitored as the main factor in keeping drops fair and almost always determined who would be getting currency, if it was split at all. The only other thing I had heard about were shells that covered the cost of the hourglass and then either split the currency among participants or sold the currency and split the remainder of the money earned. That or a shell with several core members who funded the glass and split all the currency among themselves.

Don't just take my word for it... ask Catwho. IIRC she either ran herself or had help running a dynamis LS. Ask her to weigh in on how her LS was run and if attendance was important, how much of a factor it played, ect. Even better, ask her how much time(and probably money) she spent (or surrendered rather Smiley: lol ) actually running the shell and not just blowing up trash in dynamis.

Dynamis wasn't an 'on your own time' kind of event for me. The only aspect of dynamis that was on those terms were the few hours I spent updating the roster, maintaining the website, updating the spreadsheets, ect. ect. Sorry man, but there is a huge reason why your point here is completely lost on me.
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#397 Nov 08 2015 at 7:28 AM Rating: Excellent
Oh I agree, Dynamis was easier when people showed up consistently and in large numbers. The fact that one or two people didn't show up though? You still ran the event and walked away with currency and AF gear. FFXIV, 2 people say they're not showing up? You're done unless you find reps. Then who knows what you're getting with those reps.

Most things in XI ran that way, Sky, Sea, Dynamis, etc. I was one of the more casual players who couldn't always commit to the schedule. Never got kicked, just took me forever to get my items with the point system. I eventually got my Byakko's Haidate, my Osode, and whatever junk I wanted from Dynamis (mostly Bst gear). People not showing up in XI didn't kill a shell because there was usually that core of members. Members not showing up in XIV has now killed 4 of my statics, so I just gave up entirely on bothering with it in XIV. Most leaders in XI were pretty good at letting you know well in advance: This particular night, we're going for all the Sky Gods, or the Shadow Lord or whatever and people showed up in droves.

Obviously, if you ran one of the shells, ya, the work was 10x more then just showing up to participate. I'm sure as a leader it was frustrating to no end having members like me just show up once a week or every 2 weeks. It still worked out in the end though. As the game evolved, farming parties became smaller and smaller which was good.
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#398 Nov 08 2015 at 9:38 AM Rating: Excellent
Mont gets it.
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Thayos Redblade
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#399 Nov 08 2015 at 10:04 AM Rating: Good
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The reason I'm saying this comparison isn't valid is because that core of people clearing dynamis while other people were taking care of other things... that dynamis core was still a larger group of people committing to being there than you require for a raid in XIV. I guess I'm just unsure how people figure that you could find a core group of 30+ players to commit more (or just as) easily than just finding 7 for the same purpose? You are still falling back on the same players who can make it to 8/10 runs a month.

People don't leave statics because they have other responsibilities. Responsible players realize that they can't make the commitment and they don't join statics. It's not optional.

If you were to go back and dig through all those old dynamis websites, you'd find one thing in common among nearly all of them...

The disclaimer that says "If our schedule doesn't suit you, please look elsewhere for something better suited to your needs. If our rules are not to your liking, please look elsewhere for something better suited to your needs. If you are OK with both of those, please submit an application for review and [guild officer name here] will be in touch with you soon. Thanks".

Bottom line: If you don't have the time to commit to raiding then you just don't. If you do, all you really need to consider is how much you want it. If you want it enough then you'll make it happen. Somewhere, someone with more responsibility than all of us is making it work because it's something they enjoy doing. If it's not something you enjoy, don't pin it with being poorly designed because it doesn't cater to your personal schedule. That leg is far too weak to stand on Smiley: sly
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Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#400 Nov 08 2015 at 10:11 AM Rating: Excellent
Dynamis didn't require statics in which everyone always had to be there. If only 20 people showed up, you were good. If 50 people showed up, you were good.

Vastly different from the rigid reqs of XIV's hardcore raids, in which a static member not being there almost guarantees a big step back.

Not meaning this in a bad way Filth, but right now it is obvious that you're not dialed in with the in-game community.

Also, I don't hardcore raid in xiv. But I am pumped about the new arm of endgaming!

Edited, Nov 8th 2015 8:13am by Thayos
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Thayos Redblade
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#401 Nov 08 2015 at 12:44 PM Rating: Excellent
I get what Filth is saying in terms of that core of 20-30 with the initial Dynamis runs. It's a lot of people vs the 8 needed in XIV, that being said, all content in XI was for long term durability. If it's all XIV had, all of these small statics would combine to get you your core of 20-30 people, and you could have those more casual people come and go. It's already an issue in XIV with bigger FCs. 3 teams of 8, have two extra guys, sorry, you two are sol unless you get a static elsewhere. I just think similar content would lead to all these hardcore statics to band together and form larger groups.

The only low man content that required statics in XI was what? Assault, CoP (I'm sure I'm forgetting some)? Everything else was more of a one and done type thing. BCNMs, KSNMs, etc. So it just required a random 6.

I still firmly believe you're better off having large scale events with a challenge, while providing flexibility in the number of players running said event. Rewarding you for several different tiers, but rewarding you even more if you have the army to go further. Can you eventually flip people in and out of statics in XIV? Sure. But, it tends to be towards the end of the contents life. Even then, it's amazing how badly some people interact with one another.
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